Lunar Champion (3.5e Prestige Class)

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Lunar Champion
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Lunar Champion[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->
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Lunar Champions are an order of crusaders in the service of Selune, goddess of the moon. Champions of the common person, Lunar Champions seek out the minions of Shar wherever they may be found. Additionally, Lunar Champions guard outlying Selunite Temples, or temples in cities with strong Sharran and/or Maskite cults. Often, the Lunar Champion travels Faerun, hunting Sharrans, and protecting the innocent. However, occasionally the leaders of Selune's Church will call together a number of Lunar Champions to embark on a quest to destroy a specific Sharran artifact or to thwart a known Sharran plot. They also serve as "special forces" in armies with a strong Selunite following. A Lunar Champion relies on his spiritual strength and skill in martial disciplines rarely mastered by crusaders to dispatch Sharrans.

Becoming a Lunar Champion[edit]

Due to the entry requirements, most Lunar Champions are multiclass crusader/clerics or paladins of freedom. Many also take a level or two of warblade, or they must take the Martial Study and Martial Stance feats to qualify for the class.

Entry Requirements
Alignment: CG, NG, CN
Skills: Diplomacy 5 ranks, Intimidate 8 ranks, Knowledge (religion) 8 ranks
Feats: Initiate of Selune
Patron: Selune
Maneuvers: 5 total, at least 1 Iron Heart and 1 Devoted Spirit
Stances: 2 total, at least 1 Iron Heart or Devoted Spirit
Special: Turn Undead

Table: The Lunar Champion

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting Maneuvers Known Maneuvers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +2 Divine Adaptablity, Waxing and Waning +1 level of existing divine spellcasting class 1 0 0
2nd +2 +3 +0 +3 - - 0 1 0
3rd +3 +0 +1 +0 Moonmaiden's Sight - 0 0 1
4th +4 +4 +0 +4 Changing Phases +1 level of existing divine spellcasting class 1 0 0
5th +5 +4 +0 +4 Lunar Radiance - 0 1 0
6th +6 +5 +2 +5 Improved Moonmaiden's Sight - 0 0 0
7th +7 +5 +2 +5 - +1 level of existing divine spellcasting class 1 0 0
8th +8 +6 +2 +6 Fill Shadow Weave - 0 1 1
9th +9 +6 +3 +6 Selune's Sight - 0 0 0
10th +10 +7 +3 +7 Radiance Never Dimmed +1 level of existing divine spellcasting class 1 0 0

Class Skills (4 + Int modifier per level)
Balance, Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (history), Knowledge (religion), Knowledge (the planes), Martial Lore, Ride, Sense Motive, Spellcraft, Survival, Tumble

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

A Lunar Champion learns new martial maneuvers, which must be selected from the Devoted Spirit, Diamond Mind, Iron Heart, and White Raven disciplines, while continuing to advance his divine spellcasting ability, slowly. Moreover, he gains class features specifically designed to channel his divine power into his martial maneuvers and to combat the minions of Shar, specifically, the Shadow Knights. All of the following are class features of the Lunar Champion:

Spellcasting: At 1st, 4th, 7th, and 10th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character that class would have gained. If you had more than one divine spellcasting class before becoming a Lunar Champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At 1st, 4th, 7th, and 10th level, you gain one new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Lunar Champion level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 2nd, 5th, and 8th level, you gain an additional maneuver readied (and granted if you were a crusader before entering this class) per day.

Stances Known: At 3rd and 8th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance's prerequisite to learn it.

Divine Adaptability--Add your effective cleric level to your Crusader level(s), if applicable, for determining maneuvers granted and readied. You may add your cleric and Lunar Champion levels to your crusader level(s) when determining the limits of your furious Counterstrike and Steely Resolve. You may ready any Iron Heart or Diamond Mind maneuvers gained previously or through this class as if they were Crusader maneuvers. You gain one extra readied maneuver and one extra granted maneuver.

Additionally, you permanently lose access to the disciplines Stone Dragon, Setting Sun, and Tiger Claw. Any maneuvers you already know from these disciplines are forfeit, and you may not choose new maneuvers to replace them. You may NEVER select maneuvers from those schools in the future, regardless of the class feature that may normally allow you to do so.

Waxing and Waning (Su)--Your power is tied closely to the cycles of the moon. As such, beginning at 1st level, you gain benefits based on the current phase of the moon. Once per day, as a free action, you may apply one of the following metamagic feats to any spell you cast: New Moon, Energy Substitution (Cold); Waxing Moon, Enlarge Spell; Full Moon, Maximize Spell; Waning Moon, Quicken Spell. You do not need to prepare the spell with the chosen metamagic feat beforehand. You apply the feat as you cast the spell, which does NOT require increased casting time.

Moonmaiden's Sight (Ex)--You gain Darkvision 60'. If you already possess Darkvision from another source, its range increases by 30' instead. Additionally, you may spend a turn attempt as a free action to allow your darkvision to function in an area of magical darkness for up to 5 rounds with a range of 20'. When activated, this ability causes seven, tiny, silver, stars to dance around your eyes.

Changing Phases (Su)--Beginning at 5th level, as a swift action, you may expend a turn attempt to activate a maneuver requiring a swift or immediate action even if you have already used your swift/immediate action this round. If you wish, you may spend another turn attempt to change your current stance as well, regardless of the number of swift/immediate actions you have taken this round.

Lunar Radiance (Sp)--Beginning at 6th Level, you may surround yourself with an area of magical moonlight. This area of moonlight extends out from you up to a distance of 5'/class level, providing bright light for half that distance, with dim light for the remainder. Characters who access the Shadow Weave (that is, characters with the Shadow Weave Magic feat) who enter this area suffer 4d8 points of damage each round they remain within the light, Will DC20 for half. Activating this ability requires expenditure of 2 rebuke attempts, and functions for a total of 1 min/class level. It may be dismissed at will. This ability is equivalent to a 4th level cleric spell cast by you.

Improved Moonmaiden's Sight (Ex)--The range of your darkvision increases to 120', or by another 30' if your current Darkvision range already equals or exceeds 120' Additionally, your ability to see in magical darkness improves, increasing in range to 40', and duration to 10 rounds (1 minute).

Fill Shadow Weave (Sp)--Beginning at 9th level, you may repair some of the damage done to the Weave by the Shadow Weave. By expending 3 turn attempts, as a swift action, you may make a Caster Level or Initiator Level Check (whichever is higher), DC25. If successful, you "fill in" the voids in the Weave that the Shadow Weave exploits for its power, in a 20' radius burst. Within this area, no Shadow Weave spells, magic items, spell-like abilities, or supernatural abilities function. That is, spells cast by characters with the Shadow Weave Magic feat, as well as any spell like or supernatural abilities those characters possess, automatically fail. As a part of this action, you may expend an additional turn attempt to add +2 to your d20 roll. This decision must be made BEFORE you make the roll to see if you succeed. This ability is useable once per day, and is equivalent to a 7th level spell.

Radiance Never Dimmed (Su)--At 10th level, your Lunar Radiance ability improves. The damage dealt by it increases to 8d8 damage, and the Will Save DC increases to 24. In all other respects, Radiance Never Dimmed functions exactly like Lunar Radiance.

In addition, once per day as a free action, you may expend 3 turn attempts to make an opposed Caster Level or Initiator Level Check (whichever is higher) with each opponent who has access to Shadow Weave Magic. If you succeed, each opponent loses access to one Supernatural Ability, Spell-like Ability, or Martial Stance for the duration of this encounter. This power is equivalent to an 8th level spell.

Selune's Sight (Su)--You gain Blindsight 30'. Additionally, your ability to see in Magical Darkness improves, increasing in range to 60', and duration to 20 rounds (2 minutes). Multiclass Note: A Paladin of Freedom who becomes a Lunar Champion can continue advancing as a Paladin.


The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic Lunar Champion Bonus Feat List: <-list of bonus epic feats->

Ex-Lunar Champions[edit]

Campaign Information[edit]

The Lunar Champion is designed for use in a Forgotten Realms game, especially one centered around the Selune/Shar conflict. In fact, many of the LC's abilities are specifically designed to counter Shadow Knight of Shar abilities. However, even if your FR campaign does NOT center on the Selune/Shar conflict, the Lunar Champion is still a fun class to play for any militant members of Selune's church.

Playing a Lunar Champion[edit]

As a Crusader/Warblade, you excel in front line combat. Your divine spellcasting is reserved mainly for healing and buffing, as you will never have access to high-level damaging spells at any point they may be effective against the foes you face.

Combat: If you have a round or two, cast a buff spell on yourself or your party, activate a stance appropriate to the situation, and CHARGE!!!

Advancement: Because of the cleric/crusader synergy, it's never a bad idea to add more levels of either class to your repertoire. Alternatively, you could add levels of Paladin of Freedom (if your DM allows Unearthed Arcana). Because your spellcasting is so limited, it's a better idea to advance as a martial adept rather than a divine caster.

Resources: Lunar Champions are, for the most part, loners. They undertake missions for Selune's church alone, or as a part of an adventuring party, and rarely see another of their order. As such, they never count on assistance from fellow Champions, preferring to rely on their own resources. In most areas, common folk will do anything in their power to assist a Lunar Champion. Additionally, LCs will ALWAYS receive healing from Selunite clerics (as well as most Mystran clerics) free of charge. When sent on a mission, the church provides most any equipment or supplies the LC may need, within reason.

Lunar Champions in the World[edit]

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<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: Common folk across Faerun know the Lunar Champions as devout and militant members of Selune's clergy. Most people realize that if a Lunar Champion is around, Shar must have a cult nearby in need of cleansing. All common folk of good heart look up to the Lunar Champions as pillars of freedom and justice.

Lunar Champion Lore[edit]

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Characters with ranks in Knowledge (religion) can research Lunar Champions to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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